安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






It seems to me, it really gets destroyed by the end turn
I'll try to click on other menu, while in the context viewer I'm not sure how the cults are visualized but I can try also that.
I'll retry right now, using only these two mods, without building anything and building something else.
Trying both at the same time resulted in a pre-established cult under my city only on the turn of conquest and then destroyed at the end turn.
@Zagin what was the issue, it should still work without me having to update it ?
I'd like to confirm additional funtionality with other mods that establish cults like the mod below, thus also 100% extending this to all other mods that function on cults mechanics. Also confirmed with Kairos campaign with vanilla cults.
Vampire Covens
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2859757565
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2984258150
Yes the mod applies applies to the AI but it won't take much advantage of it. All the times it used these new abilities is accidentall.